methods and apparatus for controlling a game include: controlling a game based on gameplay of a game player; receiving instructions from the game player and forwarding the instructions for controlling the game; and setting respective viewpoints, from among a plurality of viewpoints, serving as bases for generating respective watching screens for viewing the game offered to respective watching players, among a plurality of watching players, different from the game player, where at least one of: (i) the setting includes employing watching player conditions regarding each of the plurality of watching players for each of the plurality of viewpoints; and (ii) the setting includes employing one or more predetermined conditions in setting one or more of the respective viewpoints.
|
15. A game controlling method, comprising:
execute an application program to control a game based on gameplay of a game player;
receiving instructions from the game player and forwarding the instructions for controlling the game in order to manipulate the execution of the application program and to affect the game; and
setting respective viewpoints, from among a plurality of viewpoints, serving as bases for generating respective watching screens for viewing the game during gameplay of the game player, which viewpoints are offered to respective watching players, among a plurality of watching players, different from the game player,
wherein at least one of:
(i) the setting includes employing watching player conditions regarding each of the plurality of watching players for each of the plurality of viewpoints; and
(ii) the setting includes employing one or more predetermined conditions in setting one or more of the respective viewpoints, and
wherein the execution of the application program renders videos to produce respective game watching screens from the respective set viewpoints, where the videos provide views of the gameplay of the game player for at least one of the plurality of watching players.
1. A game controlling apparatus, comprising:
a game controlling unit configured to execute an application program to control a game based on gameplay of a game player;
a game player instruction receiving unit configured to receive instructions from the game player and forward the instructions to the game controlling unit in order to manipulate the execution of the application program and to affect the game; and
a watching point setting unit configured to set respective viewpoints, from among a plurality of viewpoints, serving as bases for generating respective watching screens for viewing the game during gameplay of the game player, which viewpoints are offered to respective watching players, among a plurality of watching players, different from the game player,
wherein at least one of:
(i) the watching point setting unit employs watching player conditions regarding each of the plurality of watching players for each of the plurality of viewpoints; and
(ii) the watching point setting unit employs one or more predetermined conditions in setting one or more of the respective viewpoints, and
wherein the game controlling apparatus renders videos to produce respective game watching screens from the respective set viewpoints, where the videos provide views of the gameplay of the game player for at least one of the plurality of watching players.
13. A game system, comprising:
a game controlling apparatus, including:
(a) a game controlling unit configured to execute an application program to control a game based on gameplay of a game player;
(b) a game player instruction receiving unit configured to receive instructions from the game player and forward the instructions to the game controlling unit in order to manipulate the execution of the application program and to affect the game; and
(c) a watching point setting unit configured to set respective viewpoints, from among a plurality of viewpoints, serving as bases for generating respective watching screens for viewing the game during gameplay of the game player, which viewpoints are offered to respective watching players, among a plurality of watching players, different from the game player, wherein at least one of: (i) the watching point setting unit employs watching player conditions regarding each of the plurality of watching players for each of the plurality of viewpoints; and (ii) the watching point setting unit employs one or more predetermined conditions in setting one or more of the respective viewpoints;
a user interface managing unit configured to transmit and receive information to and from any of a plurality of watching player terminals used by any of the watching players; and
a watching player instruction receiving unit configured to receive respective action execution instructions from among the plurality of watching players, and transmit the respective action execution instructions to the game controlling unit,
wherein the game controlling apparatus renders videos to produce respective game watching screens from the respective set viewpoints, where the videos provide views of the gameplay of the game player for at least one of the plurality of watching players.
2. The game controlling apparatus according to
3. The game controlling apparatus according to
4. The game controlling apparatus according to
5. The game controlling apparatus according to
6. The game controlling apparatus according to
7. The game controlling apparatus according to
8. The game controlling apparatus according to
9. The game controlling apparatus according to
10. The game controlling apparatus according to
11. The game controlling apparatus according to
a watching player instruction aggregating unit configured to receive respective action execution instructions from among the plurality of watching players, aggregate the respective action execution instructions, and transmit the aggregated action execution instructions to the game controlling unit,
wherein the game controlling unit executes the game in accordance with the aggregated action execution instructions transmitted from the watching player instruction aggregating unit.
12. The game controlling apparatus according to
14. The game system of
16. The game controlling method according to
17. The game controlling method according to
18. The game controlling method according to
19. The game controlling method according to
20. The game controlling method according to
21. The game controlling method according to
22. The game controlling method according to
23. The game controlling method according to
24. The game controlling method according to
25. The game controlling method according to
receiving respective action execution instructions from among the plurality of watching players,
aggregating the respective action execution instructions, and
transmitting the aggregated action execution instructions for the controlling, such that the controlling includes executing the game in accordance with the aggregated action execution instructions.
26. The game controlling method according to
|
This is a continuation application of U.S. patent application Ser. No. 15/027,270 (allowed), accorded a filing date of Apr. 5, 2016; which is a National Stage Application based on International Patent Application No. PCT/JP2014/002536, filed on May 14, 2014, which claims priority to Japanese Patent Application No.: JP 2013-216648, filed Oct. 17, 2013, the entire disclosures of which are hereby incorporated by reference.
The present invention relates to a game controlling technology. More particularly, the invention relates to a game system, a game controlling method, and a game controlling program for controlling a game in which a plurality of players can participate.
The widespread acceptance of terminal devices capable of executing games has resulted in a huge variety of games being offered. Some games are designed to be casually played and enjoyed for a short time; some others are played deliberately and enjoyed over a long period of time.
The natural advantage of the many varieties of games being offered is the availability of a wide range of games to choose from. This, however, can be a disadvantage to some players having difficulty in dealing with too many choices. Many of these players hesitate to play time-consuming or hard-to-play games. There is a need for a technology that will allow such hesitant players to casually participate in the apparently difficult games.
The present invention has been made in view of the above circumstances. An object of the invention is to provide a technology that will allow players to enjoy games more casually than before.
One embodiment of the present invention is a game controlling program. This game controlling program causes a computer to function as: a game controlling unit controlling a game; a game player instruction receiving unit receiving an instruction from a game player and forwarding the instruction to the game controlling unit; and a watching point setting unit setting a viewpoint position for generating a watching screen for viewing the game, the watching screen being offered to a plurality of watching players different from the game player.
Where other combinations of the above-outlined composing elements or the above expressions of the present invention are converted between different forms such as a method, a device, and a system, they still constitute effective embodiments of this invention.
The present invention thus provides a technology that allows players to enjoy games more casually than before.
A game system in the embodiment of the present invention offers the function of allowing other users to watch a game being played by a game player. The game system also offers the function of allowing a game watching user to execute a game-related action to affect the game. In the ensuing description, a player who plays a game will be referred to as “the game player,” and a user who watches the game will be referred to as “the watching player.” The game system controls the game in accordance with instructions from the game player while providing the game player with a game screen. The game system further generates a game watching screen different from the game screen offered to the game player. The game watching screen allows the watching player to enjoy watching the game from a viewpoint different from that of the game player. This provides opportunities for many watching players to casually watch the game and experience the joy of the game, thus promoting the acceptance of the game. The game player continues to play the game while being encumbered by the game watching players. This enables the game player to enjoy a different kind of fun than when playing alone. The game player can thus enjoy playing the game over a long time period without losing interest.
This embodiment assumes that the same game watching screen is viewed by numerous watching players. Given that assumption, it is required to prevent the numerous watching player terminals 500 from directly communicating with the game managing server 100. The requirement is met by the streaming server 300 distributing the game watching screen and by the watching managing server 200 managing the actions executed by the watching players. This scheme prevents the game managing server 100 from being overloaded by the many watching players watching the game. In another embodiment, the game managing server 100 may assume part or all of the functions of the watching managing server 200 and of the streaming server 300. In still another embodiment, the watching managing server 200 may assume the functions of the streaming server 300.
The game system 1 may manage the watching of a plurality of games. That is, the game system 1 may have a plurality of game managing servers 100 managing a plurality of different games. The watching managing server 200 may be included in each of the individual game managing servers 100 to manage the watching of the game managed by each game managing server 100. Alternatively, a single watching managing server 200 may manage the watching of a plurality of games managed by a plurality of game managing servers 100. In the latter case, the watching managing server 200 may allow the watching player to select the game to watch from among the games managed by the multiple game managing severs 100. Likewise, the streaming server 300 may be included in each of the game managing servers 100. A single streaming server 300 may also distribute a plurality of game watching screens.
The communication section 130 transmits and receives data to and from another apparatus via the Internet 2. The control section 140 allows the game to proceed on the basis of game-related instructions issued by the game player and received through the game player terminal 400. The game data holding section 160 holds the data and other resources necessary for enabling the game to proceed. The game player database 162 holds information about the game player playing the game managed by the game managing server 100. For example, the game player database 162 may hold the ID, name, avatar, attributes, and level of the game player.
The control section 140 includes a game controlling unit 141, a game screen generating unit 142, a game player instruction receiving unit 143, a watching point setting unit 144, a game watching screen generating unit 145, a watching player instruction receiving unit 146, a watching screen UI information transmitting unit 147, and a game player managing unit 148.
The game player managing unit 148 receives game player information from the game player terminal 400 and registers the received information to the game player database 162. The game player managing unit 148 further manages updates and deletion of the information registered in the game player database 162. On receiving a game starting request from the game player terminal 400, the game player managing unit 148 acquires authentication information about the game player from the game player terminal 400. The game player managing unit 148 proceeds to authenticate the game player by referencing the information registered in the game player database 162. After successful authentication of the game player, the game player managing unit 148 allows the game controlling unit 141 to start the game.
The game controlling unit 141 executes a game program for controlling the game to be played by the game player. The game controlling unit 141 allows the game to proceed by transmitting and receiving the data necessary for game control to and from the game player terminal 400.
The game screen generating unit 142 generates the game screen to be controlled by the game controlling unit 141. The game screen generating unit 142 generates the game screen as follows: In a two-dimensional or three-dimensional game world in which the game is to be played, the game screen generating unit 142 first sets a viewpoint position and a line-of-sight direction for rendering the game field in which the characters, items, and objects of the game, among others, are arranged. The game screen generating unit 142 then renders the game field as seen from the viewpoint position in the line-of-sight direction thus established. The viewpoint position and the line-of-sight direction may be set by the game program, or set or changed in accordance with instructions from the game player terminal 400. The game screen generating unit 142 transmits the generated game screen to the game player terminal 400 via the communication section 130. This embodiment is explained using an example in which the game managing server 100 generates the game screen. In another embodiment, the game player terminal 400 may generate the game screen. In this case, the game managing server 100 replaces the game screen generating unit 142 with a structure for transmitting to the game player terminal 400 the data and other resources necessary for the game player terminal 400 to generate the game screen.
The game player instruction receiving unit 143 receives game-related instructions issued by the game player and received through the game player terminal 400. The game player instruction receiving unit 143 forwards the received instructions to the game controlling unit 141. The game controlling unit 141 controls the game in accordance with the game player's instructions forwarded from the game player instruction receiving unit 143.
The watching point setting unit 144 sets the viewpoint from which the watching player watches the game controlled by the game controlling unit 141. When the game watching screen generating unit 145 generates the game watching screen, the watching point setting unit 144 sets the viewpoint position for rendering the game field. The watching point setting unit 144 may hold beforehand a plurality of positions, any one of which may be set as the viewpoint position for watching. The watching point setting unit 144 may then select one of the viewpoint positions for watching in accordance with predetermined conditions. The watching point setting unit 144 may also change dynamically the viewpoint position for watching in accordance with predetermined conditions. For example, if the viewpoint for watching is set on a mobile object such as a vehicle or an aircraft, the watching point setting unit 144 may automatically move the mobile object having the viewpoint according to a predetermined algorithm. The watching point setting unit 144 may further generate a new viewpoint for watching or delete the existing one under predetermined conditions. For example, if a new object is placed into the game field in the course of the game, the watching point setting unit 144 may set the viewpoint on the newly placed object. The watching point setting unit 144 may also set a plurality of viewpoints for watching to let the watching player switch from one viewpoint to another during watching.
The watching point setting unit 144 may set conditions for the watching player with regard to each viewpoint for watching. For example, the watching point setting unit 144 may set a maximum number of watching players allowed to watch the game. The maximum number may be determined in accordance with the processing capacity of the watching managing server 200 or of the streaming server 300. The watching point setting unit 144 may also set attributes of the watching players allowed to watch the game. For example, at a given viewpoint, the watching point setting unit 144 may allow only a male watching player to watch; at another viewpoint, the watching point setting unit 144 may allow only a female watching player to watch.
For each viewpoint for watching, the watching point setting unit 144 sets an action that can be executed by the watching player. The action executable by the watching player may be defined beforehand by the game program, or changed dynamically in the course of the game, for example. The watching point setting unit 144 transmits the information about the watching point thus established to the watching managing server 200.
The game watching screen generating unit 145 generates the game watching screen by rendering the game field using the viewpoint position set by the watching point setting unit 144. The game watching screen generating unit 145 transmits the generated game watching screen to the streaming server 300 for distribution. The game watching screen generating unit 145 may alternatively render a game field having an angle of view wider than that of the actual game screen. This rendering is intended to allow the watching player to change the line-of-sight direction to watch the game field wider than the game screen. For example, the game watching screen generating unit 145 may render a horizontally extended game field that will enable the line-of-sight direction to be changed from side to side. As another alternative, the game watching screen generating unit 145 may render a spherical, 360-degree game field so that things can be seen in all directions in the three-dimensional game field.
This embodiment allows a plurality of watching players to watch the game from a single watching point. That is, the streaming server 300 distributes the game watching screen generated by the game watching screen generating unit 145 to a plurality of watching player terminals 500, as will be discussed later. That means the watching point setting unit 144 does not accept the instruction to change the viewpoint position from any individual watching player. That is, no watching player is allowed to change the viewpoint position of the game watching screen. In another embodiment, the game watching screen generating unit 145 may generate a game watching screen for each watching player. In this case, the watching point setting unit 144 may receive the instruction to change the viewpoint position from the watching player terminal 500.
In this embodiment, the streaming server 300 distributes the game watching screen to the watching player terminal 500. In another embodiment, the game managing server 100 or the watching managing server 200 may distribute the game watching screen to the watching player terminal 500. In this case, the game managing server 100 or the watching managing server 200 may additionally include a structure in which the game screen generated by the game watching screen generating unit 145 is distributed to the watching player terminal 500.
This embodiment is explained using an example in which the game managing server 100 generates the game watching screen. In another embodiment, the watching player terminal 500 may generate the game watching screen. In this case, the game managing server 100 replaces the game screen generating unit 142 with a structure for transmitting the data and other resources necessary for the watching player terminal 500 to generate the game watching screen to the watching player terminal 500 or to the watching managing server 200. This structure has no need for the streaming server 300.
The watching player instruction receiving unit 146 receives game-related instructions from the watching player. Where intervention in the game by the watching player is receivable, the watching managing server 200 manages the game-related action to be executed by the watching player, as will be discussed later. That is, the watching player instruction receiving unit 146 does not directly receive instructions from the watching player terminal 500. Instead, the watching player instruction receiving unit 146 receives instructions from the watching managing server 200. Upon receipt of an instruction of action issued by the watching player through the watching managing server 200, the watching player instruction receiving unit 146 forwards the received instruction to the game controlling unit 141. The game controlling unit 141 executes the action as instructed to let the action be reflected in the game.
The watching screen UI information transmitting unit 147 transmits to the watching managing server 200 the information necessary for adding to the watching screen a user interface that defines the actions executable on the game being watched by the watching player. The watching screen UI information transmitting unit 147 may be defined beforehand by the game program, or may be set or changed dynamically by the watching point setting unit 144.
The communication section 230 transmits and receives data to and from another apparatus via the Internet 2. The control section 240 manages the watching of the game by the watching player on the basis of the information received from the game managing server 100. The game data holding section 260 holds the data and other resources necessary for generating the watching screen and for managing the actions executable by the watching player. The watching player database 262 holds the information about the watching player requesting to watch the game. The passing-each-other communication condition holding section 264 holds the conditions regarding passing-each-other communication between players.
The control section 240 includes a watching request receiving unit 241, a watching screen UI managing unit 242, a watching screen generating unit 243, a watching player instruction aggregating unit 244, a watching player managing unit 245, and a passing-each-other communication managing unit 246.
The watching request receiving unit 241 receives a game watching request from the watching player terminal 500. The watching request receiving unit 241 receives the information about the viewpoint for watching the game from the game managing server 100, and stores the received information into the game data holding section 260. Upon receipt of access from the watching player terminal 500, the watching request receiving unit 241 reads from the game data holding section 260 the information about the viewpoint for watching the game, and presents the information to the watching player terminal 500. The watching request receiving unit 241 may graphically present a positional relation between the viewpoint for watching the game and the game field. If a game watching condition is set for each viewpoint for watching the game, the watching request receiving unit 241 may further present that conditions. Where a plurality of viewpoints are set, the watching request receiving unit 241 may graphically depict positional relations between the multiple viewpoint positions on the one hand and the entire game field on the other hand. If the game system 1 has a plurality of game managing servers 100, with the watching managing server 200 managing the watching of a plurality of games, the watching request receiving unit 241 may first present the watching player terminal 500 with a list of games that can be watched. The watching request receiving unit 241 may then receive the selection of the game to watch from the watching player terminal 500.
The watching player managing unit 245 acquires from the watching player terminal 500 the information about the watching player whose watching request has been received by the watching request receiving unit 241. The watching player managing unit 245 registers the information thus acquired to the watching player database 262. The watching player managing unit 245 manages updates and deletion of the information about the watching players.
The watching screen UI managing unit 242 manages the watching user interface offered to the watching player terminal 500 along with the game watching screen. The watching screen UI managing unit 242 acquires from the game managing server 100 the information about the watching user interface and stores the acquired information into the game data holding section 260. Upon receipt by the watching request receiving unit 241 of a watching request from the watching player terminal 500, the watching screen UI managing unit 242 reads from the game data holding section 260 the information about the watching user interface to be added to the game watching screen in effect at the viewpoint selected by the watching player. The watching screen UI managing unit 242 forwards the information thus read to the watching screen generating unit 243.
The watching screen UI managing unit 242 may add to the watching screen a user interface that defines the actions executable by the watching player without affecting the game. In this case, the watching screen UI managing unit 242 may permit execution of the actions not directly associated with the game managed by the game managing server 100. Such executable actions may include, for example, the clapping of hands and the interjection of cheering by the watching player. These actions are not reported to the game managing server 100 and will not be reflected in the game. Nevertheless, these actions may be used in analyzing the reputation of the watching player, for example. Upon execution of such an action, the watching screen generating unit 243 may generate a game watching screen showing how the action is being executed.
The watching screen generating unit 243 generates the watching screen to be displayed on the watching player terminal 500. The watching screen generating unit 243 generates the watching screen that includes a game watching screen generated by the game managing server 100 and distributed by the streaming server 300, and a watching user interface managed by the watching screen UI managing unit 242. For example, the watching screen generating unit 243 may generate the watching screen as a webpage that is transmitted to the watching player terminal 500 using HTTP and displayed by a web browser of the watching player terminal 500. The watching screen generating unit 243 embeds into the watching screen webpage the information from the streaming server 300 that distributes the game watching screen as viewed from the viewpoint selected by the watching player. The watching screen generating unit 243 also embeds into the watching screen webpage the script and other resources that describe the watching user interface defining the actions executable by the watching player from the selected viewpoint. This allows the watching player, who may not have a dedicated game terminal, to execute game-related actions while viewing the watching screen using, for example, a personal computer that has a browser for browsing webpages. The watching screen generating unit 243 may embed game watching screens of a plurality of games into the watching screen webpage. The watching screen generating unit 243 transmits the watching screen thus generated to the watching player terminal 500. Where the watching player terminal 500 generates the game watching screen as mentioned above, the watching screen generating unit 243 may transmit to the watching player terminal 500 only the watching user interface and the data necessary for generating the game watching screen.
The watching player instruction aggregating unit 244 aggregates the action execution instructions received from a plurality of watching player terminals 500. This embodiment assumes that a plurality of watching players view the same game watching screen. Given that assumption, it is not preferable to let all action execution instructions from individual watching players be reflected in the game. The watching player instruction aggregating unit 244 thus aggregates the action execution instructions from a plurality of watching players in accordance with a predetermined algorithm. The watching player instruction aggregating unit 244 then transmits to the game managing server 100 the aggregated instructions in the form of an action execution instruction representing all watching players. This gives numerous watching players an opportunity to intervene in the game while watching it. The watching player instruction aggregating unit 244 may perform instruction aggregation by statistically processing the action execution instructions from the watching players. For example, with a plurality of watching players issuing their action execution instructions, the watching player instruction aggregating unit 244 may determine the action execution instruction by majority vote. As another example, the watching player instruction aggregating unit 244 may determine the action execution instruction by calculating a mean, an arithmetic weighted mean, a median, and a mode of the aggregated instructions. As a further example, the watching player instruction aggregating unit 244 may determine that the instruction from the highest-level watching player is to represent the watching players as a whole. As an even further example, the watching player instruction aggregating unit 244 may determine that the instruction from the watching player watching the game over the longest time period is to represent all watching players.
In another embodiment, the action execution instructions from individual watching players may all be reflected in the game. In this case, the watching player instruction aggregating unit 244 may be replaced with a structure for transmitting the instructions received from the watching player terminals 500 to the game managing server 100.
The passing-each-other communication managing unit 246 manages passing-each-other communication between watching players. Passing-each-other communication generally refers to a scheme in which, when two players each possessing a game terminal holding save data or other information designed to conduct passing-each-other communication come within a predetermined distance of each other, their game terminals communicate with each other to generate a predetermined event on each game terminal. The passing-each-other communication managing unit 246 reads predetermined conditions for triggering passing-each-other communication from the passing-each-other communication condition holding section 264. If certain conditions are met between players not actually within a predetermined distance of each other, the passing-each-other communication managing unit 246 still considers the players to be within the predetermined distance of each other and thus conducts passing-each-other communication.
The conditions for triggering passing-each-other communication may include, for example, a condition requiring that the players watch the same game, a condition requiring that the players watch the game from the same viewpoint position, and a condition requiring that the players watch the game from one of a plurality of related viewpoint positions. Passing-each-other communication may be conducted between game players, between watching players, or between a game player and a watching player. The events generated by passing-each-other communication may include, for example, an event in which characters, items, objects, or other entities related to the game are exchanged; and an event in which the point value, level, or ability score of the game is increased between players. The passing-each-other communication managing unit 246 generates the event defined by the conditions held in the passing-each-other communication condition holding section 264. The passing-each-other communication managing unit 246 then reports generation of the event to the game player terminals or to the watching player terminals conducting passing-each-other communication therebetween.
The communication section 330 transmits and receives data to and from another apparatus via the Internet 2. The control section 340 performs control to distribute the game watching screen received from the game managing server 100 to the watching player terminal 500. The game watching screen holding section 360 holds game watching screen data received from the game managing server 100.
The control section 340 includes a game watching screen acquiring unit 341 and a game watching screen distributing unit 342.
The game watching screen acquiring unit 341 acquires the game watching screen data from the game managing server 100 and stores the acquired data into the game watching screen holding section 360. The game watching screen distributing unit 342 reads the game watching screen data from the game watching screen holding section 360 in response to a request from the watching player terminal 500, and transmits the retrieved data to the requesting watching player terminal 500. Where the game watching screen is distributed only in real time, the game watching screen holding section 360 may temporarily hold the game watching screen data and delete the data after distributing the game watching screen to the watching player terminal 500.
The communication section 430 transmits and receives data to and from another apparatus via the Internet 2. The input device 420 receives instructions input from the game player, and forwards the received instructions to the control section 440. The input device 420 may be a controller having buttons and keys for allowing the game player to input the instructions. The control section 440 controls the game executed by the game player. The game data holding section 460 holds data and other resources necessary for controlling the game. The display device 466 displays the game screen controlled by the control section 440.
The control section 440 includes a game screen acquiring unit 441, a game screen displaying unit 442, a game player instruction receiving unit 443, and a game player instruction transmitting unit 444.
The game screen acquiring unit 441 acquires the game screen from the game managing server 100. In this embodiment, the game managing server 100 generates the game screen as described above. In another embodiment, the game player terminal 400 may generate the game screen. In this case, the game player terminal 400 will cause the game data holding section 460 to hold, for example, game field shape data necessary for rendering the game field, and shape data for making up characters, items, objects, and other entities to be arranged in the game field. The game player terminal 400 will further replace the game screen acquiring unit 441 with a structure for acquiring from the game managing server 100 the game-related information necessary for generating the game screen, and a structure for generating the game screen.
The game screen displaying unit 442 displays on the display device 466 the game screen acquired by the game screen acquiring unit 441 from the game managing server 100. The game player instruction receiving unit 443 receives game-related instructions input by the game player through the input device 420. The game player instruction transmitting unit 444 transmits the instruction received by the game player instruction receiving unit 443 to the game managing server 100.
The communication section 530 transmits and receives data to and from another apparatus via the Internet 2. The input device 520 receives instructions input by the watching player, and forwards the received instructions to the control section 540. The input device 520 may be a controller having buttons and keys for allowing the watching player to input the instructions. The control section 540 controls the watching of the game. The game data holding section 560 holds the data and other resources necessary for watching the game. The display device 566 displays screens such as the watching screen.
The control section 540 includes a watching screen acquiring unit 541, a watching screen displaying unit 542, a watching player instruction receiving unit 543, and a watching player instruction transmitting unit 544.
The watching screen acquiring unit 541 acquires the watching screen from the watching managing server 200. In this embodiment, the game managing server 100 generates the game screen as descried above. In another embodiment, the watching player terminal 500 may generate the game screen. In this case, the watching player terminal 500 will cause the game data holding section 560 to hold, for example, game field shape data necessary for rendering the game field, and shape data for making up characters, items, objects, and other entities to be arranged in the game field. The watching player terminal 500 will further include a structure for acquiring from the game managing server 100 the game-related information necessary for generating the game watching screen, and a structure for generating the game watching screen.
The watching screen displaying unit 542 displays on the display device 566 the watching screen acquired from the watching managing server 200 by the watching screen acquiring unit 541. Where the watching screen includes a watching user interface that defines the actions executable by the watching player, the watching player instruction receiving unit 543 receives an action-related instruction input by the watching player through the input device 520. The watching player instruction transmitting unit 544 transmits to the watching managing server 200 the instruction received by the watching player instruction receiving unit 543.
At this time, the watching point setting unit 144 sets a watching viewpoint for the newly built attack tower 662. The watching screen UI information transmitting unit 147 transmits to the watching managing server 200 the information about a watching user interface that allows the watching player to execute the action of shooting at monsters from the newly set viewpoint of the attack tower 662. On the basis of the information acquired from the game managing server 100, the watching managing server 200 receives anew a request to watch from the viewpoint of the attack tower 662. In this manner, the watching player can change the viewpoint to the attack tower 662 and participate in the game as a shooter shooting at the monsters from the attack tower 662.
If the armored helicopter is destroyed by the attack of the monster, the game controlling unit 141 notifies the watching point setting unit 144 that the armored helicopter has been destroyed. In turn, the watching point setting unit 144 notifies the watching managing server 200 that the viewpoint of the armored helicopter has deleted. This causes the viewpoint of the armored helicopter to be deleted, with the watching player moved forcibly to another viewpoint. For example, the watching point setting unit 144 may move the watching player who was watching the game from the viewpoint of the now destroyed armored helicopter to a viewpoint overlooking the entire game field. As shown in
Of a plurality of watching players watching the game from the viewpoint of the armored helicopter, a predetermined player may be allowed to pilot the armored helicopter. For example, the watching screen UI managing unit 242 may add a user interface for executing the action of piloting the armored helicopter only to the watching screen transmitted to the highest-level watching player among the players watching the game from the viewpoint of the armored helicopter. The watching player instruction aggregating unit 244 receives through the user interface an instruction to execute the action of piloting the armored helicopter, and transmits the received instruction to the game managing server 100. Likewise, the viewpoint of an armored vehicle may be provided to let a representative watching player drive the armored vehicle.
In a role playing game as another example, there may be established as the watching viewpoint a bazaar place where such items as weapons and armors are bought and sold. The watching players watching the game from the viewpoint of the bazaar place may thus exchange their items between them at that bazaar place.
In a role playing game as still another example, there may be established as the watching viewpoint a non-player character who is a member of the game player's party. In this case, if there is no watching player, the non-player character may be controlled by the game managing server 100. In the presence of any watching player, that watching player may control the non-player character. Where the watching player controlling the non-player character participates in a battle of players' characters, the watching player may be awarded points or an increased ability score, for example.
When provided with the function of executing game-related actions as described above, the watching player can actively experience the ongoing game. The watching player can thus understand the specifics of the game and enjoy the world view offered by the game. The watching player need only control limited functions and thus can casually enjoy the game that may require advanced skills. Since the opportunity to casually enjoy games is provided extensively as discussed above, the general acceptance of the games will be further promoted.
The watching screen may present the watching player with information that is not presented to the game player. For example, in a role playing game, the watching screen may present items hidden in the game field, the positions and types of enemy characters, and other information. This allows the watching player not only to simply enjoy the game but also to enjoy watching the game player playing the game from the so-called “god's viewpoint.”
The watching point setting unit 144 of the game managing server 100 sets the watching point for generating the game watching screen (S144). The game watching screen generating unit 145 of the game managing server 100 generates the game watching screen in effect at the watching point (S26), and transmits the game watching screen to the streaming server 300 (S28). The watching screen UI information transmitting unit 147 of the game managing server 100 transmits watching screen UI information to the watching managing server 200 (S30). The watching request receiving unit 241 of the watching managing server 200, upon receipt of access from the watching player terminal 500, presents the watching player terminal 500 with watching points from which the game can be watched (S32). When the watching player terminal 500 selects one of the watching points and requests the watching managing server 200 to watch the game (S34), the watching screen generating unit 243 of the watching managing server 200 generates the watching screen including the watching user interface and transmits the generated watching screen to the watching player terminal 500 (S36). Upon acquiring the watching screen, the watching screen acquiring unit 541 of the watching player terminal 500 requests the streaming server 300 to transmit the game watching screen included in the watching screen (S38). The game watching screen distributing unit 342 of the streaming server 300 transmits the requested game watching screen to the watching player terminal 500 (S40). The watching screen displaying unit 542 of the watching player terminal 500 displays on the display device 566 the watching screen that includes the game watching screen and the watching user interface (S42). When the watching player instruction receiving unit 543 of the watching player terminal 500 receives an instruction from the watching player through the input device 520 (S44), the watching player instruction transmitting unit 544 transmits the instruction to the watching managing server 200 (S46). The watching player instruction aggregating unit 244 of the watching managing server 200 receives instructions from a plurality of watching player terminals 500, aggregates the received instructions, and determines the instruction to be transmitted to the game managing server 100 (S48). The watching player instruction aggregating unit 244 transmits the instruction thus determined to the game managing server 100 (S50). Upon receipt of the instruction from the watching managing server 200, the watching player instruction receiving unit 146 of the game managing server 100 forwards the instruction to the game controlling unit 141. Returning to step S12, the game controlling unit 141 of the game managing server 100 controls the game in accordance with the instruction received from the game player and with the instruction received from the watching player (S12).
The second embodiment of the present invention is described below in connection with techniques that allow the watching player to play a mini game associated with the game being played by the game player, so that the watching player can participate in the game being executed by the game player by way of the mini game. The overall configuration of the game system according to the second embodiment is substantially the same as the overall configuration of the game system according to the first embodiment shown in
The mini game executability determining unit 152 determines the executability of the mini game by the watching player in accordance with the progress state of the game being controlled by the game controlling unit 141. The game data holding section 160 stores such data as the identification information about the mini game executable by the watching player, in association with the data representing the conditions to be met for the mini game to be executable. The mini game executability determining unit 152 determines whether or not the mini game can be executed by the watching player by referencing the game data holding section 160. The mini game information transmitting unit 150 transmits to the watching managing server 200 the information about the mini game executable by the watching player. When requested by the game player terminal 400 to help the watching player, the mini game information transmitting unit 150 may transmit the information about the mini game to the watching managing server 200 and instruct the watching managing server 200 to accept execution of the mini game by the watching player. The watching managing server 200 then transmits the mini game program to the watching player terminal 500.
The mini game result receiving unit 151 receives from the watching managing server 200 the result of the mini game executed on the watching player terminal 500, and forwards the received result to the game controlling unit 141. The game controlling unit 141 affects the game under its control in a predetermined manner in accordance with the mini game result. For example, upon receipt of a result indicative of a successful execution of the mini game, the game controlling unit 141 may affect the game in a manner improving its status that triggered execution of the mini game. On receiving a result indicative of an unsuccessful execution of the mini game, the game controlling unit 141 may leave the game unsupported in its poor status or may affect the game in a manner worsening its status.
The mini game managing unit 250 acquires from the game managing server 100 the information about the mini game executable on the watching player terminal 500, and forwards the acquired information to the watching screen UI managing unit 242. The watching screen UI managing unit 242 displays, on the watching screen to be transmitted to the watching player terminal 500, the information about the executable mini game and a user interface for transmitting to the watching managing server 200 an instruction to execute the mini game. Upon receipt of the request to execute the mini game from the watching player terminal 500, the mini game managing unit 250 reads the program of the requested mini game from the game data holding section 260 and transmits the mini game program to the watching player terminal 500. The mini game managing unit 250 acquires the result of the execution of the mini game from the watching player terminal 500 having executed the mini game program, and transmits the result of the mini game execution to the game managing server 100.
The mini game acquiring unit 550 requests execution of the mini game from the watching managing server 200, the request being made through a user interface intended to request mini game execution and arranged on the watching screen provided by the watching managing server 200. With this request, the mini game acquiring unit 550 acquires the mini game program from the watching managing server 200. The mini game controlling unit 551 executes the mini game program acquired from the watching managing server 200, and controls the mini game in accordance with the instructions input by the watching player through the input device 520. The mini game result transmitting unit 552 transmits the result of the mini game to the watching managing server 200.
In the simulation by the game controlling unit 141 of the game managing server 100, a riot by people at facilities built in the city may be simulated. In that case, the mini game executability determining unit 152 determines that the conditions for the mini game to be executable have been met. The mini game information transmitting unit 150 then transmits to the watching managing server 200 information about a shooting game for bringing the rioting people under control. The watching screen UI managing unit 242 of the watching managing server 200 adds to the watching screen a user interface for transmitting to the watching managing server 200 an instruction to execute the mini game. In the example of
The mini game may be one in which the game player builds a building in the city. When the game controlling unit of the game managing server 100 is set to build a building in the city in response to the game player's instruction, the mini game executability determining unit 152 determines that the conditions for mini game to be executable have been met. This causes the mini game information transmitting unit 150 to transmit to the watching managing server 200 the information about the mini game for constructing a building. If the watching player has successfully executed the mini game, the game controlling unit 141 may complete the building more quickly than if the watching player has failed in executing the mini game. The game controlling unit 141 may determine the quality of the completed building in accordance with the score of the mini game. For example, there may be prepared a plurality of buildings of different qualities. The higher the mini game score, the higher the quality that may be afforded to the building to be built.
While the game player is executing the role playing game, the watching player may be allowed to execute a mini game for canceling gimmicks such as traps set in the game field. When the game player discovers a gimmick set in the game field and requests cancellation of the gimmick, the mini game executability determining unit 152 of the game managing server 100 determines that the conditions for the mini game to be executable have been met. This causes the mini game information transmitting unit 150 to transmit to the watching managing server 200 the information about the mini game for canceling the gimmick. If the watching player has successfully executed the mini game, the game controlling unit 141 cancels the gimmick set in the game field. If the watching player has failed in executing the mini game, the game controlling unit 141 does not cancel the gimmick. Alternatively, the watching player may be allowed to execute a mini game for setting a gimmick in the game field. In this case, the game controlling unit 141 sets the gimmick in the game field if the watching player has successfully executed the mini game. If the watching player has failed in executing the mini game, the game controlling unit 141 does not set the gimmick.
While the game player is executing the role playing game, the watching player may be allowed to execute a mini game for generating an item, a character, or some other entity and giving it to the game player. The mini game executability determining unit 152 of the game managing server 100 maintains the mini game always executable by the watching player. The watching screen UI managing unit 242 of the watching managing server 200 continuously displays on the watching screen a user interface for issuing the instruction to execute the mini game. The watching player may execute the mini game at a desired timing. If the watching player has successfully executed the mini game, the game controlling unit 141 gives the game player an item, a character, or other entity in accordance with the mini game type. In this case, the game controlling unit 141 may also determine the item, character, or other entity to be given away in accordance with the score of the mini game.
The mini game may also be one in which input operations are performed in tune with music. The piece of music to be used in the mini game may be one associated with the game, such as the theme song of the game executed by the game player, a tie-up song in collaboration with a project associated with the game, a cheering song, or a song selected by the game player. The mini game may be staged so that the watching player will clap his/her hands and wave his/her megaphone in time to the cheering song, for example, to root for the game player. The game controlling unit 141 may give benefits to the game player in accordance with the score of the mini game. After acquisition of the result of the mini game, the game screen generating unit 142 or the game watching screen generating unit 145 may display how the watching player's avatar is dancing in time to the music on the game screen or on the game watching screen. At this time, if the mini game score is high, the avatar may be shown to dance well in time to the music; if the mini game score is not very high, the avatar may be shown to dance poorly. Alternatively, the results of the mini game executed by a plurality of watching players may be acquired, and the avatars of these watching players may be displayed simultaneously. This will allow the watching players to share a sense of unity.
The mini game may also be one that allows the watching player to change the position of the viewpoint from which to watch the game. For example, the mini game may be one in which a character is moved across the game field where gimmicks, enemy characters, and other entities are arranged. The watching point setting unit 144 of the game managing server 100 may set the watching point at the position reached by the character during the mini game. This will heighten the watching player's interest when the watching player changes the watching point. The degree of difficulty of a mini game for changing the watching point to a position that gives a better view of the game may be set to be higher than the degree of difficulty of a mini game for switching to some other watching point. If a plurality of watching points are provided and any one of them can be set, a plurality of positions to be reached during the mini game may be established relative to the watching points.
The mini game managing unit 250 of the watching managing server 200 may allow the same mini game associated with the game executed by the same game player to be executable by a plurality of watching players in parallel. In this case, of the results of the mini game executed by the multiple watching players, only the result meeting a predetermined condition (e.g., the result from the watching player having successfully executed the mini game faster than anyone else) may be reflected in the game controlled by the game managing server 100. The mini game managing unit 250 may give benefits to the first watching player having successfully executed the mini game. The game screen generating unit 142 or game watching screen generating unit 145 of the game managing server 100 may also display, on the game screen or on the game watching screen, the results from the multiple watching players having executed the mini game.
In the game system of the first embodiment, the instruction input received by the watching player terminal 500 from the watching player is transmitted to the game managing server 100 via the watching managing server 200. The transmitted instruction input is reflected in the game by the game controlling unit 141 of the game managing server 100. In the game system of the second embodiment, the watching player terminal 500 acquires and executes the mini game program. This means that the instruction input by the watching player is instantaneously reflected in the mini game being executed on the watching player terminal 500 without intervention of the game managing server 100. The second embodiment thus reduces the response delay time attributable to communication delays during mini game execution while giving the watching player the opportunity to participate in the game through execution of the mini game. With the mini game distributed to and executed on the watching player terminal 500, the game managing server 100 and the watching managing server 200 are protected from being overloaded.
After execution of the mini game, the watching player may be presented with a show dramatizing the result of the mini game being reflected in the game, until the mini game result is actually reflected in the game. For example, after the mini game for generating an item has been successfully executed, there may be a show dramatizing the generated item being transported, until the item is actually given to the game player. The show may be executed by the mini game controlling unit 551 of the watching player terminal 500, by the mini game managing unit 250 or watching screen generating unit 243 of the watching managing server 200, or by the game screen generating unit 142 or game watching screen generating unit 145 of the game managing server 100.
There may be no need to have the mini game result reflected immediately in the game. This applies, for example, to the above-mentioned mini game for generating the item, character, or other entity in the role playing game. In such a case, the mini game acquiring unit 550 of the watching player terminal 500 may store the acquired mini game into the game data holding section 560. The mini game controlling unit 551 may read the mini game from the game data holding section 560 at a suitable timing, have it executed offline, and store the result of the mini game execution into the game data holding section 560. When the communication section 530 becomes communicable with the watching managing server 200, the mini game result transmitting unit 552 may read the mini game result from the game data holding section 560 and transmit the result to the watching managing server 200. Alternatively, the mini game acquiring unit 550 may acquire a plurality of different mini games and store the games into the game data holding section 560. In this case, the watching player can enjoy executing any of the stored mini games locally even in an environment where communication is impossible.
While the present invention has been described in conjunction with specific embodiments given as examples, it should be understood by those skilled in the art that the above-described composing elements and various processes may be combined in diverse ways and that such combinations, variations and modifications also fall within the scope of this invention.
The present invention is applicable to game systems for controlling a game that can be participated in by a plurality of players.
Watari, Yasuhiro, Ohkubo, Hiromasa, Tanaka, Nobuaki, Ikenaga, Toshiya, Sayano, Toshiharu
Patent | Priority | Assignee | Title |
Patent | Priority | Assignee | Title |
10471354, | Oct 17 2013 | SONY INTERACTIVE ENTERTAINMENT INC | Game system, game controlling method, and game controlling program |
6413163, | Sep 28 1998 | KONAMI DIGITAL ENTERTAINMENT CO , LTD | Video game machine, method for switching viewpoint on game screen of video game, and computer-readable recording medium containing game-screen-viewpoint switching program |
6755743, | Dec 08 1999 | Kabushiki Kaisha Sega Enterprises | Communication game system and processing method thereof |
6774900, | Feb 16 1999 | Kabushiki Kaisha Sega Enterprises | Image displaying device, image processing device, image displaying system |
6884163, | Aug 01 2000 | KONAMI DIGITAL ENTERTAINMENT CO , LTD | Game method for effecting aging of competing characters independent of game player participation |
6999083, | Aug 22 2001 | Microsoft Technology Licensing, LLC | System and method to provide a spectator experience for networked gaming |
7458894, | Sep 15 2004 | Microsoft Technology Licensing, LLC | Online gaming spectator system |
7632186, | Nov 21 2005 | Microsoft Technology Licensing, LLC | Spectator mode for a game |
9339733, | May 22 2013 | Barcode-based methods to enhance mobile multiplayer games | |
9418519, | Dec 04 2006 | IGT | Determining and selling outcomes for table games to be viewed remotely |
9597586, | May 07 2012 | CP Studios LLC | Providing video gaming action via communications in a social network |
20020016195, | |||
20030038805, | |||
20040198497, | |||
20040198498, | |||
20050085296, | |||
20060058103, | |||
20060098013, | |||
20070117617, | |||
20070117635, | |||
20070265089, | |||
20080132311, | |||
20080229352, | |||
20090208181, | |||
20090209348, | |||
20090267943, | |||
20100079585, | |||
20100096491, | |||
20100205628, | |||
20110010732, | |||
20110263332, | |||
20120086631, | |||
20130263021, | |||
20140004951, | |||
20140113718, | |||
20160351008, | |||
20200038751, | |||
CN101316637, | |||
CN1294722, | |||
JP2000102672, | |||
JP2001120841, | |||
JP2001230868, | |||
JP2003141569, | |||
JP2003164672, | |||
JP2003175278, | |||
JP2006081895, | |||
JP2007125185, | |||
JP2008245987, | |||
JP2009112708, | |||
JP2011005306, |
Executed on | Assignor | Assignee | Conveyance | Frame | Reel | Doc |
Nov 30 2015 | TANAKA, NOBUAKI | Sony Computer Entertainment Inc | ASSIGNMENT OF ASSIGNORS INTEREST SEE DOCUMENT FOR DETAILS | 050644 | /0537 | |
Nov 30 2015 | WATARI, YASUHIRO | Sony Computer Entertainment Inc | ASSIGNMENT OF ASSIGNORS INTEREST SEE DOCUMENT FOR DETAILS | 050644 | /0537 | |
Dec 02 2015 | IKENAGA, TOSHIYA | Sony Computer Entertainment Inc | ASSIGNMENT OF ASSIGNORS INTEREST SEE DOCUMENT FOR DETAILS | 050644 | /0537 | |
Dec 02 2015 | OHKUBO, HIROMASA | Sony Computer Entertainment Inc | ASSIGNMENT OF ASSIGNORS INTEREST SEE DOCUMENT FOR DETAILS | 050644 | /0537 | |
Dec 18 2015 | SAYANO, TOSHIHARU | Sony Computer Entertainment Inc | ASSIGNMENT OF ASSIGNORS INTEREST SEE DOCUMENT FOR DETAILS | 050644 | /0537 | |
Apr 01 2016 | Sony Computer Entertainment Inc | SONY INTERACTIVE ENTERTAINMENT INC | CHANGE OF NAME SEE DOCUMENT FOR DETAILS | 050648 | /0241 | |
Oct 07 2019 | SONY INTERACTIVE ENTERTAINMENT INC. | (assignment on the face of the patent) | / |
Date | Maintenance Fee Events |
Oct 07 2019 | BIG: Entity status set to Undiscounted (note the period is included in the code). |
Date | Maintenance Schedule |
Oct 25 2025 | 4 years fee payment window open |
Apr 25 2026 | 6 months grace period start (w surcharge) |
Oct 25 2026 | patent expiry (for year 4) |
Oct 25 2028 | 2 years to revive unintentionally abandoned end. (for year 4) |
Oct 25 2029 | 8 years fee payment window open |
Apr 25 2030 | 6 months grace period start (w surcharge) |
Oct 25 2030 | patent expiry (for year 8) |
Oct 25 2032 | 2 years to revive unintentionally abandoned end. (for year 8) |
Oct 25 2033 | 12 years fee payment window open |
Apr 25 2034 | 6 months grace period start (w surcharge) |
Oct 25 2034 | patent expiry (for year 12) |
Oct 25 2036 | 2 years to revive unintentionally abandoned end. (for year 12) |